2013-08-27, 17:06:14
The more I think about this, the more I think they should all be interuptable (making all non-interuptable would probably take out some strategic elements of the game, and also lessen necessity for teamplay).
But there's 2 "problems" with that I think in terms of balancing:
1. Scout - heal would become way weaker if it was interuptable by stun. Maybe there should be an exception for this, with the logic "it's the same as the repair items, and they aren't interuptable either"
2. Medivac - I think this could be "counter" balanced by in case of stun only ending the ultimate on the player who cast it, while the effect on that players allies around it continues for the whole duration (I think this might also strenghten the team play effect behind it, and make the ulti less overpowered in long running games)
But there's 2 "problems" with that I think in terms of balancing:
1. Scout - heal would become way weaker if it was interuptable by stun. Maybe there should be an exception for this, with the logic "it's the same as the repair items, and they aren't interuptable either"
2. Medivac - I think this could be "counter" balanced by in case of stun only ending the ultimate on the player who cast it, while the effect on that players allies around it continues for the whole duration (I think this might also strenghten the team play effect behind it, and make the ulti less overpowered in long running games)
Getting used to the Sand everywhere. At least it brings us map updates.